System and method for facilitating a game through a primary client device and in-game content purchases through a mobile device

ABSTRACT

The disclosure relates to systems and methods for communicating a primary display comprising information that facilitates visual presentation of a view of a game space to a primary client device and facilitating purchases of content for use in the game through a secondary client device such as a user&#39;s smartphone. The system may include a game device that allows a user to play a video game or otherwise interact with a virtual environment using the primary client device and purchase content for use in the video game using a secondary client device while playing the video game using the primary client device. The purchased content may be integrated into the game space such that purchased content is available for use while the user is playing the video game.

FIELD OF THE INVENTION

The disclosure relates to systems and methods for communicating aprimary display comprising information that facilitates visualpresentation of a view of a game space to a primary client device andfacilitating purchases of content for use in the game through a mobiledevice.

BACKGROUND OF THE INVENTION

Video games and other applications that provide a virtual environmentare increasingly using online shops that enable users to purchasecontent for use in the virtual environment. For example, some onlineshops allow users to purchase virtual items for use in a game. However,conventional shops may impose high transaction costs related toadministering third party developers and processing payments.Conventional online shops are also inconvenient for the user becausethey are presented before or after a gameplay session, thus preventingthe user from purchasing items during gameplay.

If presented during gameplay, the online shop would occupy at least aportion of a game display with which the user interacts to play thegame. Occupying portions of the game display presents a number ofconcerns. In a multi-user environment, presenting the online shop in thegame display may expose to other users real or virtual accountinformation (e.g., real credit card numbers) used to complete thecontent purchase transaction. Furthermore, a user may not want anotheruser to know purchase information such as identification, price paid,quantity, etc., related to the items being purchased. Whether multi-useror not, presenting the online shop in the game display may also obscureportions of the game space, leading to an unsatisfactory experience forthe user.

SUMMARY OF THE INVENTION

The disclosure relates to systems and methods for communicating aprimary display comprising information that facilitates visualpresentation of a view of a game space to a primary client device andfacilitating purchases of content for use in the game through asecondary client device such as a user's smartphone. The system mayinclude a game device that allows a user to play a video game orotherwise interact with a virtual environment using the primary clientdevice and purchase content for use in the video game using a secondaryclient device while playing the video game using the primary clientdevice. The game device may communicate the primary display to theprimary client device and communicate offers for content to thesecondary client device at the same time. Thus, a given user may bepresented with offers for content at, for example, the user'ssmartphone, while playing the video game through the primary clientdevice.

The game device may be configured to coordinate the primary clientdevice and the secondary client device such that gameplay and purchasesmade during gameplay are associated with the given user playing thegame. In this manner, a user may control one or more graphical objectswithin the game space through the primary client device and purchasecontent using the secondary client device. As such, no portion of theprimary display communicated to the primary client device is obscuredwith the offers for content and other users interacting with the primarydisplay are not provided with the purchase information, keepingpurchases of the given user private. The purchased content may beintegrated into the game space such that purchased content is availablefor use while the user is playing the video game.

Coordination of the primary client device and the secondary clientdevice may occur in various ways. By way of example only, the user maylogon to a gameplay session via both the primary client device and thesecondary client device. For example, the primary client device mayinclude a computing device used to connect to the game device forplaying an online game via a web browser or other application. Theonline game may include a FLASH-based game and/or other format of game.The secondary client device may include a smartphone programmed with anagent such as a mobile application that communicates with the gamedevice for receiving offers from the game device and making contentpurchases to be incorporated into the game being played on the primaryclient device.

In some embodiments, the primary client device and/or the secondaryclient device may be pre-registered with the system such that the gamedevice may recognize either or both devices. For example, upon loggingonto the system to start a gameplay session using the primary clientdevice, a connection with the secondary client device may automaticallybe established. Other configurations of primary client devices andsecondary client devices may be used as described herein and as would beapparent to those skilled in the art based on this disclosure.

To facilitate purchases, the game device may maintain a user account ofthe user. The user account may include real and/or virtual financialaccount information such that purchases may be seamlessly provided whenthe user purchases content. The game device may also maintain aninventory of content that is offered for sale. By maintaining accountinginformation and content offered for sale, the system facilitates a lowertransaction cost to administer sale of content purchases related to thegame.

Once the primary and secondary client devices have been associated withone another, the game device may provide sale offers for content to theuser at the secondary client device. The sale offers may be identifiedin various ways. For example, all content or content being promoted maybe provided to the user. In some instances, the game device may identifycontent that may be relevant to the user based on user profileinformation, prior purchases, prior gameplay activity, past or currentgame events, and/or other information that may be used to obtain contentin which the user may have an interest.

The game device may make the identifications of content for offering tothe user at various times such as while the user is playing the gameand/or when the user is not playing the game (e.g., has logged off orotherwise turned off the game device). The identifications made whilethe user is playing the game may facilitate real-time suggestions basedon current game events and/or information known about the user.Identifications made while the user is not playing the game may beanalyzed for later presentation to the user while the user is playingthe game. Identifications made while the user is not playing the gamemay allow for more rigorous analysis of: (i) the user profile, (ii)gameplay of the user, and/or (iii) other information obtained about theuser to identify content in which the user may be interested and storedfor later retrieval such that the offers may be presented when the useris playing the game. In these instances, targeted offers may be made forthe user when the user may be most interested in making a purchase suchas while playing the game.

These and other objects, features, and characteristics of the systemand/or method disclosed herein, as well as the methods of operation andfunctions of the related elements of structure and the combination ofparts and economies of manufacture, will become more apparent uponconsideration of the following description and the appended claims withreference to the accompanying drawings, all of which form a part of thisspecification, wherein like reference numerals designate correspondingparts in the various figures. It is to be expressly understood, however,that the drawings are for the purpose of illustration and descriptiononly and are not intended as a definition of the limits of theinvention. As used in the specification and in the claims, the singularform of “a”, “an”, and “the” include plural referents unless the contextclearly dictates otherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to provide a primary display thatincludes a game space and a second display that facilitates sale ofcontent while the game space is displayed via the primary display,according to an embodiment of the invention.

FIG. 2 illustrates an example of a block diagram showing data flowsbetween various components for displaying a game using a primary displayand facilitating in-game content purchases using a secondary display,according to an embodiment of the invention.

FIG. 3A illustrates a block diagram of multiple architectures forinteracting with a game device, according to an embodiment of theinvention.

FIG. 3B illustrates a block diagram of a first particular architecturefor interacting with the game device, according to an embodiment of theinvention.

FIG. 3C illustrates a block diagram of a second particular architecturefor interacting with the game device, according to an embodiment of theinvention.

FIG. 4A illustrates a block diagram of an example of a game devicelocally coupled to a primary client device, one or more input devices,and one or more secondary client devices, according to an embodiment ofthe invention.

FIG. 4B illustrates a block diagram of an example of game devicescoupled to one another over a network and individually being locallycoupled to a primary client device, one or more input devices, and oneor more secondary client devices, according to an embodiment of theinvention.

FIG. 5 illustrates an example of a process for facilitating gameplay ofa game through a primary display communicated to a primary client deviceand game-related purchases during the game through a secondary displaycommunicated to a mobile device separate from the primary client device,according to an embodiment of the invention.

FIG. 6 illustrates an example of a process for receiving an offer duringdisplay of a game space and indicating purchase information responsiveto the offer, according to an embodiment of the invention.

FIG. 7 illustrates an example of a process for providing a primarydisplay that includes a game space and a secondary display thatfacilitates sale of content, according to an embodiment of theinvention.

DETAILED DESCRIPTION OF THE INVENTION

FIG. 1 illustrates a system 100 configured to provide a primary displaythat includes a game space and a secondary display that facilitates saleof content while the game space is displayed via the primary display,according to an embodiment of the invention. Content may include virtualitems (e.g., soldiers, weapons, etc.), power-ups, virtual knowledge suchas virtual technology, game episodes, game levels, and/or other contentthat can be purchased and used during gameplay.

System 100 may include a game device 120, a primary client device 140, asecondary client device 150, and/or other components. Although only asingle game device 120, a single primary client device 140, and a singlesecondary client device 150 is illustrated in FIG. 1, other numbers ofthe foregoing devices may be used and other configurations of system 100may be used, examples of which are illustrated in FIGS. 3A-3C and FIGS.4A and 4B.

Game device 120 may include one or more processors 136 configured toexecute one or more modules such as a registration module 122, acoordination module 124, a primary display module 126, a secondarydisplay module 128, a purchase integration module 130, a content shopmodule 132, an accounting module 134, and/or other modules.

In some embodiments, registration module 122 may be configured toregister a user with the system. For example, registration module 122may obtain user information such as a name, age, game handle (e.g.,virtual name), credential information (e.g., username, password, keys),and/or other information that describes the user and store the obtaineduser information in profile database 162.

To facilitate content purchases, registration module 122 may obtain userfinancial information such as credit card information and/or otheraccount information used to pay for content and store the obtainedfinancial information in accounting database 164. Accounting database164 may also store virtual currency and/or other resources used to payfor content.

To facilitate use of secondary client device 150, registration module122 may obtain an identification of the secondary client device. Forexample, in embodiments where the secondary client device 150 used by auser to make purchases includes the user's mobile device, registrationmodule 122 may obtain an identification of the mobile device such as aMedia Access Control address.

In some embodiments, coordination module 124 may be configured tocoordinate the activities of primary display module 126 and secondarydisplay module 128. For example, coordination module 124 may receive alogon, device identifier, and/or other identifying information from theuser via primary client device 140 and/or secondary client device 150.

Coordination module 124 may be configured to manage communicationbetween primary display module 126 and primary client device 140 forcommunicating a primary display generated by the primary display module.Likewise, coordination module 124 may manage communication betweensecondary display module 128 and secondary client device 150 forcommunicating a secondary display generated by the secondary displaymodule.

Coordination module 124 may recognize that the user wishes to initiate agameplay session using primary client device 140 and secondary clientdevice 150 based on the identifying information received from primaryclient device 140 and secondary client device 150. Initiating thegameplay session may include joining an existing online game (e.g., amulti-user online game that operates whether or not a particular user islogged onto the game), initiating a new online game, hosting an onlinegame, initiating a local game, and/or otherwise allowing the user tobegin playing the game.

Accordingly, coordination module 124 may initiate and coordinate agameplay session that is associated with a primary display communicatedto primary client device 140 and a secondary display communicated tosecondary client device 150. For example, a gameplay session identifiermay be associated with identities of a user, primary client device 140,and/or secondary client device 150 such that information thatfacilitates visual presentation of a view of a game space may becommunicated to primary client device 140 and sale offers for contentmay be communicated to secondary client device 150 during gameplay. Bydoing so, coordination module 124 may ensure that game device 120 isable to coordinate gameplay occurring via a primary display communicatedto primary client device 140 and purchases occurring via a secondarydisplay communicated to secondary client device 150.

Primary display module 126 may be configured to communicate informationthat facilitates visual presentation of a view of a game space to theuser on primary client device 140. Responsive to the communicatedinformation from primary display module 126, primary client device 140may render the visual presentation of the game space such that the usercan play the game.

In some embodiments, primary display module 126 may communicate gameevents such as user inputs from primary client device 140, inputs fromother users in a multi-user game, actions resulting from the inputs,and/or other game events to other modules of game device 120, such ascoordination module 124. In this manner, various modules of game device120 may be updated with current game events and act accordingly, asdescribed herein.

In some embodiments, secondary display module 128 may be configured tocommunicate one or more selectable sale offers for presentation duringthe game to the user at secondary client device 150. The selectable saleoffers may offer content that may be acquired and used in the game. Thesecondary display module 128 may receive, from secondary client device150, an indication to purchase content being offered for sale during thegame. Responsive to the indication, secondary display module 128 maycause the content to be provided to the user for use in the game.

In some embodiments, secondary display module 128 may be configured toreceive a request to purchase content from secondary client device 150without first offering content. In these embodiments, for example,secondary client device 150 may display a fillable request form that theuser may use to input an indication of content to be purchased.

In some embodiments, purchase integration module 130 may be configuredto integrate the purchased content into the game. The purchased contentmay be integrated into the game during the game such that communicationof the game space for visual presentation of the game to the user onprimary client device 140 incorporates the purchased content. Forexample, when the content includes a virtual item or power-up, thevirtual item may be made available for use by the user in the game spacedisplayed on primary client device 140. When the content includes anadditional level, the additional level may be provided for gameplay onprimary client device 140. Other types of content may be purchased andincorporated into the game as well.

In some embodiments, accounting module 134 may be configured to debit auser account stored in accounting database 164. The user account maystore user account information such as real financial accountinformation, virtual financial account information, and/or otherinformation related to resources that can be used in exchange forpurchased content. When using real financial account information,accounting module 134 may cause a real payment to be processed viaconventional payment processing networks (not illustrated in FIG. 1)such as credit card processing networks, PAYPAL, and/or other paymentprocessing networks. When using virtual resources such as virtualcurrency, accounting module 134 may debit a balance of the user accounthaving virtual resources. Accounting module 134 may also use anycombination of real and/or virtual resources to facilitate payment ofthe purchase.

The user account may be arranged such that upon logon to the system via,for example, secondary client device 150, the user may make purchaseswithout having to provide the user account information when makingpurchases during gameplay. By processing the payments directly andmanaging payments during gameplay, the system may reduce transactioncosts associated with third party developers and provide a seamlessgameplay experience for the user making content purchases during thegame.

In some embodiments content shop module 132 may be configured toidentify offers for content to be made available for communication bysecondary display module 128. An individual offer may include an offerfor a quantity of content (e.g., a number of virtual items), acombination of different types of content (e.g., a combination ofvirtual items), an episode or game level, a power-up, a health recharge,and/or other content that may be used in the game. In some embodiments,an individual offer may include an offer for one or more real-worlditems and/or combination of a real-world item and content that is usedin the game. The real or virtual content offered for sale may be storedin and obtained from content database 160.

Content shop module 132 may identify offers in various ways. Forexample, content shop module 132 may simply provide all content that isavailable for sale for the relevant game. The content may be stored incontent database 160. In some embodiments, content shop module 132 mayobtain a user profile associated with a user playing a game during agame session. Content shop module 132 may suggest/identify content inwhich the user may be interested based on the user profile. For example,the user profile may indicate that the user belongs to a demographicthat prefers certain game levels over others and therefore such levelsshould be targeted for the user. The user profile may also include priorgameplay or purchase histories such that a style of gameplay or previouspurchases of the user may indicate a propensity to use and/or otherwisehave interest in certain types of content than others. Other informationobtained about the user from the user profile may be used to tailoroffers for the user for communication to secondary client device 150during gameplay.

In some embodiments, if known, profiles of contacts may similarly beused to target offers to the user. For example, a user profile of asocial media or other contact of the user may be used to target offersto the user.

In some embodiments, content shop module 132 may be configured toidentify offers based on content that is being promoted or is otherwiseon sale. Such sale offers may include discounted pricing, buy one getone free, combination offers that include more than one type of content,bonus content, mystery content, and/or other types of promotions thatmay be used to incentivize purchase.

In some embodiments, content shop module 132 may be configured toidentify offers for content based on current game events. As previouslydescribed, primary display module 126 may communicate game events toother modules of game device 120. For example, primary display module126 may provide game events to content shop module 132 such that contentshop module 132 determines offers responsive to the game events. Basedon the game events, content shop module 132 may make suggestions onpotentially useful content, given the current state of the game for theuser. For example, suggestions and offers for content may be based onother users' actions (in a multi-user game), repeat failed attempts toaccomplish a task such as defeat an enemy, and/or other current gameevents.

In some embodiments, content shop module 132 may make theidentifications of content for offering to the user at various othertimes such as when the user is not playing the game (e.g., has loggedoff or otherwise turned off game device 120). The identifications madewhile the user is playing the game may facilitate real-time suggestionsbased on current game events and/or information known about the user. Onthe other hand, identifications made while the user is not playing thegame may be analyzed for later presentation to the user while the useris playing the game. Identifications made while the user is not playingthe game may allow for more rigorous analysis of the user profile, otherinformation obtained about the user and/or gameplay of the user toidentify content in which the user may be interested. The identifiedoffers may be stored for later retrieval such that the offers may bepresented when the user is playing the game. As such, targeted offersmay be made for the user when the user may be most interested in makingthe purchase such as when playing the game.

Content shop module 132 may identify offers for content based on acombination of the foregoing and/or other information that may beindicative of content that may be of interest to the user. For example,content shop module 132 may take into account user profile information,user profile information of the user's contacts, current game events,previous game events, promotions/sales, and/or other information.

The primary display may be communicated to and displayed by a primaryclient device 140 and the secondary display may be communicated to anddisplayed by a secondary client device 150. Primary client device 140may include a computing device, a monitor, an input device, and/or otherdevices that allow viewing and/or interaction with the game. Secondaryclient device may include a generally portable computing device such asa cellular device, a tablet computing device, and/or other generallyportable computing device that is configured to receive offers and makepurchases via the secondary display during gameplay.

The components illustrated in FIG. 1 may be communicably coupled to oneanother via various communication links. The communication links mayinclude wired or wireless connections. In some embodiments, thecommunication links may include a network connection that includes anyone or more of, for instance, the Internet, an intranet, a PAN (PersonalArea Network), a LAN (Local Area Network), a WAN (Wide Area Network), aSAN (Storage Area Network), a MAN (Metropolitan Area Network), awireless network, a cellular communications network, a Public SwitchedTelephone Network, and/or other network.

The databases 160, 162, and 164 described herein may be, include, orinterface to, for example, an Oracle™ relational database soldcommercially by Oracle Corporation. Other databases, such as Informix™,DB2 (Database 2) or other data storage, including file-based, or queryformats, platforms, or resources such as OLAP (On Line AnalyticalProcessing), SQL (Standard Query Language), a SAN (storage areanetwork), Microsoft Access™ or others may also be used, incorporated, oraccessed. The database may comprise one or more such databases thatreside in one or more physical devices and in one or more physicallocations. The database may store a plurality of types of data and/orfiles and associated data or file descriptions, administrativeinformation, or any other data.

Those having skill in the art will recognize that primary client device140 and secondary client device 150 may each comprise one or moreprocessors, one or more interfaces (to various peripheral devices orcomponents), non-transitory storage media, and/or other componentscoupled via a bus. The non-transitory storage media, such asnon-transitory storage media 138 of game device 120 and non-transitorystorage media of primary client device 140 (not illustrated) andnon-transitory storage media of secondary client device 150 (notillustrated), may comprise random access memory (RAM), read only memory(ROM), or other memory. The memory may store computer-executableinstructions to be executed by the processor as well as data that may bemanipulated by the processor. The storage media may comprise floppydisks, hard disks, optical disks, tapes, or other storage media forstoring computer-executable instructions and/or data.

In some embodiments, one or more processors (not illustrated in FIG. 1)of secondary client device 150 may be programmed with an agent such aspurchase interface module 152. Purchase interface module 152 mayfacilitate communication with game device 120 and in particular withsecondary display module 128. For example, purchase interface module 152may be configured to facilitate a logon process with game device 120and/or otherwise indicate that the user operation secondary clientdevice 150 is ready to receive offers for content.

Purchase interface module 152 receive selectable sale offers fromsecondary display module 128, display the selectable sale offers forpresentation to the user, receive a selection of one or more of theselectable sale offers from the user, and communicate an indication ofthe selection to game device 120.

FIG. 2 illustrates an example of a block diagram 200 showing data flowsbetween various components for displaying a game using a primary displayand facilitating in-game content purchases using a secondary display,according to an embodiment of the invention. As illustrated in FIG. 2,one or more input devices 220 (illustrated in FIG. 2 as input devices220A, 220B, . . . , 220N) and one or more secondary client devices 150(illustrated in FIG. 2 as secondary client devices 150A, 150B, . . . ,150N) may be operated by respective users 210 (illustrated in dashedboxes 210A, 210B, . . . , 210N). In some embodiments, as illustrated,users 210 may view and interact with game space 204 displayed on adisplay device 230 of primary client device 140. In some embodiments,users 210 may use their own respective primary client devices 140 tointeract with game space 204.

Individual users may control or otherwise interact with one or morerespective graphical objects 202 (illustrated in FIG. 2 objects 202A,202B, . . . , 202N) visually represented in game space 204 of a game.For example, using input device 220A, user 210A may control graphicalobject 202A. Input signals from input devices 220 may be communicated toprimary client device 140 and/or primary display module 126 via one ormore wired or wireless communication links.

Using a respective secondary client device 150, such as respectivemobile devices, individual users 210 may receive offers for contentwhile playing the game. For example, content shop module 132 may providethe offers to secondary display module 128, which communicates theoffers to respective secondary client devices 150 during the game. Insome embodiments, content shop module 132 may also provide offers torespective secondary client devices 150 when the game is not beingplayed by the users.

Secondary client devices 150 may include respective display devices suchas touchscreens that display the various offers for content (illustratedas letters content “D,” “E,” “F,” “H,” and “I”). As illustrated,different secondary client devices 150 may be provided with differentoffers for content. The different offers may result from targetingdifferent users 210 with different offers. In some embodiments,different secondary client devices 150 may be provided with the sameoffers for content.

Using a respective secondary client device 150, individual users 210 mayprovide indications to purchase content based on the offers. Forexample, user 210B may select an offer for content D via secondaryclient device 150, which communicates the indication to secondarydisplay module 128. Secondary display module 128 may communicate theindication to purchase to purchase integration module 130, which maycause the purchased content to be reflected in game space 204 whereapplicable. For example, content D may include a virtual item purchasedby user 210B, which may be reflected in graphical object 202B controlledby user 210B.

FIG. 3A illustrates a block diagram 300A of multiple architectures forinteracting with a game device 120, according to an embodiment of theinvention. As illustrated, game device 120 may be communicably coupledto one or more architectures 310 (illustrated in FIG. 3A asarchitectures 310A, 310B, . . . , 310N) that may individually connectone or more users to game device 120 for playing the game.

FIG. 3B illustrates a block diagram 300B of a first particulararchitecture 310A (illustrated in dashed box) for interacting with gamedevice 120, according to an embodiment of the invention. In theillustrated embodiment, game device 120 may be configured as a networkedserver device that facilitates online gameplay between one or moreusers. A particular user or group of users may play the game via primaryclient device 140 and make purchases using secondary client device 150.One or more primary client devices 140 and one or more secondary clientdevices 150 may have a wireless or wired connection to one or morerouters 304 as well. Router 304 may be communicably coupled with gamedevice 120 via a network 302, which may include one or more networksdescribed herein such as the Internet. Primary client device 150 mayinclude one or more input devices 220 and one or more display devices230 for displaying the game space.

FIG. 3C illustrates a block diagram 300C of a second particulararchitecture 310B for interacting with a game device 120, according toan embodiment of the invention. The configuration and architecture 310Bis similar to architecture 310A. However, instead of using the samecommunication channel over network 302 as primary client device 140,secondary client device 150 may use a separate network connection, suchas a cellular communications network 306. As illustrated, router 304 isomitted for clarity, although primary client device 140 may connect tonetwork 302 via a router.

FIG. 4A illustrates a block diagram 400A of an example of a game device120 locally coupled to one or more primary client devices 140, one ormore input devices 220, and one or more secondary client devices 150,according to an embodiment of the invention. In this embodiment, primaryclient device 140 may include a standalone display device such as amonitor or television set. Game device 120 may provide video and/oraudio signals related to the game for displaying on primary clientdevice 140. One or more users may use a respective user input device 220to interact with the game space displayed by primary client device 140(which may, for example, be shared among different users in the sameroom) and a respective secondary client device 150 for making purchasesduring the game. Thus, users (e.g., in the same room) may be unaware ofthe purchases made by other users.

FIG. 4B illustrates a block diagram 400B of an example of game devices120 coupled to one another over a network 302 and individually beinglocally coupled to a primary client device 140, one or more inputdevices 220, and one or more secondary client devices 150, according toan embodiment of the invention. The configuration illustrated in blockdiagram 400B is similar to the configuration illustrated in blockdiagram 400A. However, a game device 120 may be communicably coupled toone or more other game devices 120 over network 302. For example, asillustrated, game device 120A may be coupled to game devices 120B, 120N,which may each have similar configurations of components (omitted fromFIG. 4A for convenience and indicated by ellipses) as game device 120A.In this configuration, game devices 120 may form peer-to-peer or othernetwork connections that may be mediated by a server device (notillustrated in FIG. 4A).

FIG. 5 illustrates an example of a process 500 for facilitating gameplayof a game through a primary display communicated to a primary clientdevice and game-related purchases during the game through a secondarydisplay communicated to a mobile device separate from the primary clientdevice, according to an embodiment of the invention. The variousprocessing operations and/or data flows depicted in FIG. 5 (and in theother drawing figures) are described in greater detail herein. Thedescribed operations may be accomplished using some or all of the systemcomponents described in detail above and, in some implementations,various operations may be performed in different sequences and variousoperations may be omitted. Additional operations may be performed alongwith some or all of the operations shown in the depicted flow diagrams.One or more operations may be performed simultaneously. Accordingly, theoperations as illustrated (and described in greater detail below) areexemplary by nature and, as such, should not be viewed as limiting.

In an operation 502, information that facilitates visual presentation ofa view of a game space of a game to the user on a primary client devicemay be communicated. In an operation 504, one or more selectable saleoffers for presentation to the user at a mobile device separate from theprimary client device may be communicated. The one or more selectablesale offers may be for content in the game and may be presented duringthe game.

In an operation 506, an indication to purchase at least one contentbeing offered for sale during the game may be received from the mobiledevice. In an operation 508, the at least one content may be integratedinto the game responsive to the indication to purchase. The purchasedcontent may be integrated into the game during the game such thatcommunication of the game space for visual presentation of the game tothe user on the primary client device incorporates the at least onecontent.

FIG. 6 illustrates an example of a process 600 for receiving an offerduring display of a game space and indicating purchase informationresponsive to the offer, according to an embodiment of the invention. Inan operation 602, communication with a game device that presents a viewof a game space for a game to a primary client device may befacilitated. For example, a secondary client device such as a mobiledevice may logon or otherwise provide identifying information to thegame device so that the game device may associate the secondary clientdevice with a user who is playing or will play the game via the primaryclient device.

In an operation 604, one or more selectable offers for content may bereceived from the game device during the game (e.g., while the user isplaying the game via the primary client device). The content offered forsale may be usable in the game.

In an operation 606, the selectable offers may be displayed on thesecondary client device. In an operation 608, a selection of one or moreof the selectable offers may be received at the secondary client device.In an operation 610, the indication to purchase may be communicated tothe game device such that the content may be integrated into the game.

FIG. 7 illustrates an example of a process 700 for providing a primarydisplay that includes a game space and a secondary display thatfacilitates sale of content, according to an embodiment of theinvention. In an operation 701, game device 120 may coordinate orotherwise associate one or more primary client devices 140 and one ormore secondary client devices 150 for gameplay on the primary clientdevices and purchases for the game on secondary client devices. Forexample, users may logon using their respective secondary client devicesso that game device 120 may associate the secondary client device usedby a user with the user's gameplay session.

In an operation 702, game device 120 may communicate information thatfacilitates visual presentation of a view of a game space to primaryclient devices 140. In an operation 704, game device 120 may communicateone or more selectable offers to secondary client device 150A. In anoperation 706, a user of secondary client device 150A may select atleast one of the selectable offers. Responsive to the selection,secondary client device 150A may provide an indication to purchasecontent to game device 120. In an operation 708, game device 120 mayupdate the visual presentation of a view of the game space during thegame to reflect the purchased content. In an operation 710, game device120 may communicate one or more selectable offers to secondary clientdevice 150B. In an operation 712, a user of secondary client device 150Bmay select at least one of the selectable offers. Responsive to theselection, secondary client device 150B may provide an indication topurchase content to game device 120. In an operation 714, game device120 may update the visual presentation of a view of the game spaceduring the game to reflect the purchased content.

Although described with respect to video games, the disclosure may beused in other contexts in which a virtual space may be expressed at aprimary client device and purchases may be made via a secondary clientdevice during expression of the virtual space. Other embodiments, usesand advantages of the invention will be apparent to those skilled in theart from consideration of the specification and practice of theinvention disclosed herein. The specification should be consideredexemplary only, and the scope of the invention is accordingly intendedto be limited only by the following claims.

What is claimed is:
 1. A computing device configured to facilitategameplay of a game through a primary client device and game-relatedpurchases during the game through a mobile device separate from theprimary client device, the computing device comprising: one or moreprocessors configured by machine-readable instructions to: communicate aprimary display comprising information that facilitates visualpresentation of a view of a game space to the primary client device,wherein the game accommodates content that is used during the game;facilitate pairing of the mobile device and the primary client devicevia a local wireless or wired communication channel such that the mobiledevice and the primary client device are communicably coupled;communicate one or more selectable sale offers for presentation to theuser at the mobile device that is separate from the primary display onwhich the game space is presented and from the primary client device,the one or more selectable sale offers being for content in the game,and being presented during the game, such communication being enabled bythe pairing of the mobile device and the primary client device via thelocal wireless or wired communication channel; receive from the mobiledevice an indication to purchase at least one content being offered forsale during the game; and integrate the at least one content responsiveto the indication to purchase, the at least one content being integratedinto the game during the game such that the primary display communicatedto the primary client device incorporates the at least one content. 2.The computing device of claim 1, wherein the game facilitatessimultaneous gameplay among a plurality of users, and the one or moreprocessors are further configured by machine-readable instructions to:communicate selectable sale offers to individual ones of a plurality ofmobile devices used by respective ones of the plurality of users; andreceive indications to purchase content being offered for sale from theindividual ones of the plurality of mobile devices.
 3. The computingdevice of claim 2, wherein the one or more processors are furtherconfigured by machine-readable instructions to communicate the primarydisplay to the primary client device such that individual ones of theplurality of users are presented with the game space during the game,wherein receipt of a first indication to purchase a particular virtualitem from a first mobile device of a first user is not reflected on theprimary display such that the first indication is obscured from view ofa second user interacting with or receiving the primary display.
 4. Thecomputing device of claim 2, wherein the primary client device includesa plurality of primary client devices that individually displays thesame primary display.
 5. The computing device of claim 2, whereindifferent offers are communicated to different one of the plurality ofusers via respective mobile devices.
 6. The computing device of claim 1,wherein the computing device includes a local computing deviceconfigured to communicate the primary display to the primary clientdevice via a non-networked wireless or wired communication channel. 7.The computing device of claim 1, further comprising: a content databasecomprising a plurality of content that are available for sale; andwherein the one or more processors are further configured bymachine-readable instructions to identify one or more of the pluralityof content to offer for sale, wherein the one or more selectable saleoffers are based on the identified one or more of the plurality ofcontent.
 8. The computing device of claim 7, wherein the one or moreprocessors are further configured by machine-readable instructions to:receive an indication of an event occurring during the game, wherein theidentification of the one or more of the plurality of content to offerfor sale is based on the indication of the event.
 9. The computingdevice of claim 7, wherein the one or more processors are furtherconfigured by machine-readable instructions to: receive a request duringthe game from the mobile device to provide the selectable one or moreselectable sale offers.
 10. A computer-implemented method offacilitating gameplay of a game through a primary client device andgame-related purchases during the game through a mobile device separatefrom the primary client device, the method being implemented in acomputer that includes one or more processors configured bymachine-readable instructions, the method comprising: communicating, bythe one or more processors, a primary display comprising informationthat facilitates visual presentation of a view of a game space to theprimary client device, wherein the game accommodates content that isused during the game, such communication being enabled by the pairing ofthe mobile device and the primary client device via the local wirelessor wired communication channel; facilitating pairing, by the one or moreprocessors, the primary client device and the mobile device via a localwireless or wired communication channel such that the primary clientdevice and the mobile device are communicably coupled; communicating, bythe one or more processors, one or more selectable sale offers forpresentation to the user at the mobile device that is separate from theprimary display on which the game space is presented and from theprimary client device, the one or more selectable sale offers being forcontent in the game, and being presented during the game; receiving, bythe one or more processors, from the mobile device an indication topurchase at least one content being offered for sale during the game;and integrating, by the one or more processors, the at least one contentresponsive to the indication to purchase, the at least one content beingintegrated into the game during the game such that the primary displaycommunicated to the primary client device incorporates the at least onecontent.
 11. The computer-implemented method of claim 10, wherein thegame facilitates simultaneous gameplay among a plurality of users, themethod further comprising: communicating, by the one or more processors,selectable sale offers to individual ones of a plurality of mobiledevices used by respective ones of the plurality of users; andreceiving, by the one or more processors, indications to purchasecontent being offered for sale from the individual ones of the pluralityof mobile devices.
 12. The computer-implemented method of claim 11, themethod further comprising: communicating, by the one or more processors,the primary display to the primary client device such that individualones of the plurality of users are presented with the game space duringthe game, wherein receipt of a first indication to purchase a particularvirtual item from a first mobile device of a first user is not reflectedon the primary display such that the first indication is obscured fromview of a second user interacting with or receiving the primary display.13. The computer-implemented method of claim 11, wherein the primaryclient device includes a plurality of primary client devices thatindividually displays the same primary display.
 14. Thecomputer-implemented method of claim 11, wherein different offers arecommunicated to different one of the plurality of users via respectivemobile devices.
 15. The computer-implemented method of claim 10, whereinthe computing device includes a local computing device, the methodfurther comprising: communicating, by the local computing device, theprimary display to the primary client device via a non-networkedwireless or wired communication channel.
 16. The computer-implementedmethod of claim 10, further comprising: storing, by a content database,a plurality of content that are available for sale; and identifying, bythe one or more processors, one or more of the plurality of content tooffer for sale, wherein the one or more selectable sale offers are basedon the identified one or more of the plurality of content.
 17. Thecomputer-implemented method of claim 16, the method further comprising:receiving, by the one or more processors, an indication of an eventoccurring during the game, wherein the identification of the one or moreof the plurality of content to offer for sale is based on the indicationof the event.
 18. The computer-implemented method of claim 16, themethod further comprising: receiving, by the one or more processors, arequest during the game from the mobile device to provide the selectableone or more selectable sale offers.